ICRPG Vigilante City 1.1
ICRPG Vigilante City 1.1
1
RUNEHAMMER GAMES presents:
ICRPG VIGILANTE CITY
SPECIAL THANKS
Eric Bloat
Victor Diaz
Grey Hill Asylum
The New Deviators
All the wonderful minds who have contributed to the
superhero mythology of the 20th century
2
CONTENTS
INTRODUCTION VILLAINS
A Grey Area . . . . . . . . . . . . . 4 Overview . . . . . . . . . . . . . 31
What’s All This Then? . . . . . . . . . 4 The Super GM . . . . . . . . . 32
Evil Schemes . . . . . . . . . 33
THE STAKES Brain X . . . . . . . . . . . 34
Dark Times . . . . . . . . . 6 Destroyer . . . . . . . . . . . 35
Two Ways to Play . . . . . . . . 7 Dr Atom . . . . . . . . . . . 36
Ezra Evil . . . . . . . . . . . 37
HEROES God’s Hand . . . . . . . . . . . 38
Overview . . . . . . . . . . . . . 9 Goo Jira . . . . . . . . . . . 39
Vigilante Points . . . . . . . . . . 9 Green Man . . . . . . . . . . . 40
Starting Equipment . . . . . . . . 10 Incinerator . . . . . . . . . . . 41
Origin Stories . . . . . . . . . . 11 The Iron Clan . . . . . . . . . . 42
Stun . . . . . . . . . . . . . 12 Monstro . . . . . . . . . . . 43
Powers . . . . . . . . . . 13 Pharaoh . . . . . . . . . . . 44
Power Mastery . . . . . . . . . 13 RAX . . . . . . . . . . . 45
Types and Weaknesses . . . . . . 19
Heroes . . . . . . . . . . . 20 GREY HEIGHTS
Avatar . . . . . . . . . . 20 Rolling Locations . . . . . . . . . . 47
Creature . . . . . . . . . 21 The Docks . . . . . . . . . . . . . 48
Cyborg . . . . . . . . . . 22 Gothic Quarter . . . . . . . . . . . . 48
Kid . . . . . . . . . . 23 Uptown . . . . . . . . . . . . . 49
Mage . . . . . . . . 24 Downtown . . . . . . . . . . . . . 49
Mutant . . . . . . . . . . . . 25 The Towers . . . . . . . . . . . . . 50
Offworlder . . . . . . . . . 26 Smog Alley . . . . . . . . 50
Power Armor . . . . . . . . 27 The Spotlight Method . . . . . . . 51
Super Soldier . . . . . . . 28
Veteran . . . . . . . 29 Character Sheet . . . . . . . . . 53
3
INTRODUCTION
A GREY AREA THE PLOT THICKENS
Somewhere between the mean, gritty streets of Sur- After the Mutant Crisis of 2024, things took a turn for
vive This! Vigilante City and the eon-spanning dimen- the worse in Vigilante City. This book has everything
sions of ICRPG, the super-powered action of this book you need to create YOUR hero, stand against the evil
took form. Put yourself there: the aftermath of a cha- forces on the rise, and play to see what happens.
otic clash between super-criminals and block warriors,
in the gathering dark of a mutant crisis in North Amer- • The Stakes: The stage is set in Vigilante City for a
ica. The average-joe-in-a-mask has failed, bigger play- cataclysmic disaster or a poignant triumph. How do
ers are scratching at the edges of our world, and YOU YOU fit in?
are the last line of defense before earth itself becomes • Lay of the Land: The city has all the detail you
a war zone. need, and nothing more, to run a killer session.
• Vigilante Points: You win some, you lose some, but
We all have our favorite comic heroes and coveted lim- here, every choice you make affects the moral fate
ited edition books. We’ve all read by flashlight, wide- of your hero.
eyed when our favorite super was near death, or sacri- • The STUN System: Sometimes it’s not about living
ficed everything to save his team. The 20th century has or dying, but staying in the fight long enough to
given us a wondrous, detailed, expansive mythology of win. Even super heroes can be beaten.
mutants, mega-criminals, unearthly enemies and su- • Heroes and Powers: A full collection of CLASS-
per soldiers. This book lets you dive into that mythol- ES and POWERS to build or select your next su-
ogy with your tabletop group, and write the greatest per-character.
superhero story of them all: YOURS. • Villains and Schemes: This book includes a collec-
tion of super villains to rock your world and kill your
It all begins in the shadowy streets and broken towers heroes. Did I mention their plot to end the world?
of the town once called Grey Heights... Vigilante City. • A Living City, A Dead City: CITY DICE make every
THIS will be the battleground that determines our fu- night in Vigilante City a crap shoot.
ture. Suit up. • Stuff Lying Around: Yep, there’s a section with gear,
guns, flamethrowers, and how many innocent by-
standers you just vaporized.
4
THE STAKES
This town was originally called Grey Heights... that was a long time ago.
The shadow spreads, and America has turned away.
We’re the last line of defense against what’s coming...
5
DARK TIMES
AFTERMATH
Immediately after the dark events of Survive This!
Vigilante City, Grey Heights faced their greatest test
yet: the Mutant Crisis of 2024. It is believed, but un-
confirmed, that Pharaoh and the Iron Clan created an
inter-dimensional machine that induced mutations in
thousands of citizens, while inadvertently creating a
rip in time-space. Yeah, things aren’t looking good.
MEAN STREETS
Vigilante City is far from being in ruins, but half the city
has gone dark, and the first responders are stretched
too thin. There is no 911. Chaos is close, but the citi-
zens still manage to get to work each day, rebuild, and
keep hope alive. Very few go out after dark.
AN EVIL ISLAND
Once called ‘Anthropomorph Island’ is an isolated
land mass populated with run down barracks and
half-ruined laboratories. This is the ghost of Grey
Heights’ dirtiest secret: a concentration camp for mu-
tants. Some say a resistance is stirring out there, but
who knows. The fog hides it all.
6
TWO WAYS TO PLAY
BLOCK CRAWL LIMITED EDITION
Move from street to street, patrolling for unexpected Play an epic conflict, revealed in chapters. This way to
activity in the shadows. This play style is more of a play lets your GM take the reigns, use an EVIL SCHEME
‘sand box’ world that is generated, at least in over- from p. 33, or take player ideas to conduct a story ses-
view, by dice rolls. The GM serves to stitch together sion by session. Get started by gathering at your first
what the rolls demand, and players face the specified session and brainstorming your all-time favorite super
challenges with a very light load on RP or story build- hero moments. These moments can serve as a way
ing. point for the campaign’s style and feel.
Even the most chaotic, dice-driven block crawl will Your group’s style may be low-tech, gritty and street-
start to have a cohesive feel at a fun table. Let the smart, cosmic, hilarious, bizarre or dark and gothic. Ei-
details intertwine in wild new ways, and say yes to ther way, choose a powerful theme that resonates with
possibilities no one saw coming! everyone and go for it!
The table below gives you a starting point for heroes Stumped? Get things jump started by simply crashing
to discover ‘what’s around the next corner.’ GM’s the heroes’ first gathering. Just as they meet, or decide
should create their own follow up tables as things to join forces, a crazed super-villain explodes onto the
evolve. The tables can dictate buildings, ethnicities, scene, raving about revenge and inevitable doom. As
traffic, weather or anything you can imagine! Be bold! the explosions go off, a story is sure to emerge.
7
HEROES
8
OVERVIEW
VIGILANTE POINTS
Every action has its consequences, especially for those
who take the law into their own hands. Earn good or
evil Vigilante Points when moments listed below occur.
Both players and GM can keep an eye out for these
events during play, and track VIGILANTE POINTS (VP)
accordingly. Are you a friend or enemy of the people?
Unlike MASTERY, your spot on the vigilante scale can
slide back and forth over time, based on what you do.
Don’t see options for what you WHEN YOU’RE FULLY EVIL YOU
had imagined? Blaze a new trail • Are actively targeted by law enforcement
and invent your own! Work with • Are feared by people in all walks of life
your GM and do it YOUR way. • Attract fanatic and psychotic super villains
• Hatch EVIL SCHEMES (p. 33)
9
STARTING EQUIPMENT
SUIT UP
Some heroes have almost no gear at all, others have entire arsenals. Choose 3 of the items below when you cre-
ate your character. Don’t get too attached, super powered battles tend to shred gear! Feel free to use STARTING
EQUIPMENT from MAGIC or CORE if it fits your hero!
THUMPER PISTOLS
Three handguns with interchangeable holsters and ammo.
Conceal all three easily. Does 3 SP even when resisted
ION PACK
Enables 1 use of basic FLIGHT POWER, recharges after 1D4 ROUNDS.
MICRO COMMS
Keep in touch with teammates at any range, concealed and hands free.
UTILITY BELT
Contains 3 med kits, 3 smoke grenades, rope, and one remote-
Triggered explosive brick
ADRENALINE PACK
On a successful RECOVERY roll, add +3 to your result
TEAM SUIT
High tech fabric that is fire proof, tear proof, protects against cold
and vacuum, and contains 5 SUPPLY of micro food and nutrients
STREET PACK
A black ruck sack filled with 3 pipe bombs, a crow bar, folding ladder,
crime scene kit, lock-picks and a signal flare
BYSTANDER KIT
5 different civilian uniforms, hats, wigs and spectacles.
10
ORIGIN STORIES
KNOW YOUR PAST
No normal life could drive a person to these extremes. It’s been a hard road, and you’ve never really fit in any-
where but the fight. Choose or trust the dice on the table below. The more multidimensional, the more compli-
cated, the more ‘grey’ your origin, the more fascinating role-playing your hero can be.
11
STUN
I CAN’T MOVE!
When mighty heroes clash, they can be very difficult
to kill. DYING is less common for supers, with all their
amazing defenses, than being STUNNED. As you read
the POWERS section below, you’ll see the many ways
STUN POINTS (SP) play into super combat. Here’s how
it works.
12
POWERS
BE AMAZED MASTERING POWERS
Vigilante heroes in ICRPG Vigilante City are defined by Heroes who have been fighting crime for years have
POWERS. Beyond these special abilities, they are built MASTERY of their POWERS. MASTERY is a process of
like any other ICRPG character, but with 10 STAT points refining the body mechanics and endurance needed to
at creation and the selections in this book. (See the perform superhuman feats.
ICRPG Core 2e for more.)
PAY ONLY 1 STUN POINT (SP) FOR ANY USE OF A
POWERS are those superhuman abilities we all know MASTERED POWER
and love from decades of comic books and movies.
They are the special capabilities of exceptional people For any POWER, 4 steps of MASTERY must be achieved
and mega-humans that set them apart. Sometimes to call it mastered. MASTERY is awarded to the char-
even ordinary men and women can possess POWERS acter when they perform an incredible success or
through sheer force of will. POWERS often have no real dramatic sacrifice using that specific POWER. The GM
explanation, and are innate to the character. will witness this amazing event and announce “mark a
point of MASTERY! Incredible!”
13
POWERS
DESCRIBING POWERS
The POWERS table only lists 20 types of super ability. As you create your character, it’s up to you and your GM
to get specific. The listings below will give you the basic mechanics and MASTERY changes to each POWER, but
the details are up to you. ENERGY BLAST, for example, could include all kinds of different abilities with nuanced
details and verbal cues that solidify your hero concept. A blast of pure laser energy from the eyes? A beam of
green radiation from clenched fists? Bolts of semi-solid plasma from a cybernetic implant?
THE LISTINGS
Each power is listed with its most common forms. Pay 1, 2, or 3 STUN POINTS (SP) to perform actions, unless
MASTERED, then only pay 1 no matter its normal cost
SP COST 1: Use any terrain to maneuver: Roll DEX to SP COST 1: Unleash a single blast of energy with a DEX
roll, swing, flip or tumble in roofs, vehicles, tightropes roll. It inflicts ULTIMATE damage, FAR range, and ig-
or flagpoles to move FAR. When moving in this way, nores traditional armor properties
you cannot be harmed on that ROUND SP COST 2: Fire an unstoppable linear beam of destruc-
SP COST 2: Evade an attack against you, instantly, once tion with a DEX roll. It has a range you control up to a
per ROUND with a DEX roll half mile, and does ULTIMATE damage to anything in
SP COST 3: Perform an incredible stunt on your TURN. the straight line path
Describe any feasible move, with all kinds of possible SP COST 3: Blast energy in all directions, in missiles, a
or specific outcomes and aspects. Make it with a DEX wave or dome. All targets within FAR must roll DEX to
roll find cover, or evade, or take 3D12 damage. Those who
succeed still take half the damage
BLINK
A POWER than enables flexible teleportation
14
POWERS
FLIGHT IMMUNITY
By some means, you can fly with amazing speed and You are impervious to a certain kind of harm. Use
precision. No SP cost for normal MOVES your description to be as specific as possible
SP COST 1: Perform a burst of flight speed. Move up to Suggested immunity types: Blades, Bullets, Fire, Ice,
DOUBLE FAR in a mostly straight line, blasting through Water, Stone, Energy, Punches or blunt force, Poison,
obstacles with STR and being HARD to hit Magic, Stun
SP COST 2: Fly with uncanny precision and dynamic
trajectory. Describe a wild, unprecedented maneuver SP COST 1: All uses of IMMUNITY cost 1 SP. Any time
such as threading the needle, spinning a turbine, or the specified damage type hits you, choose to be im-
intercepting a jet. Execute successfully with a STR roll mune or not, and pay SP at that moment
SP COST 3: Execute sustained supersonic flight with a
STR roll. You can hold this speed, in any environment, INVISIBLE
until you are injured, STUNNED, or use another POWER By degrees, you have incredible stealth
15
POWERS
MARTIAL ARTS
Your ability to punch, kick or fight with melee weap-
ons is superhuman
MEGABRAIN
Super-intelligence, psychic visions, and mind control
16
POWERS
PHASE SONIC
Become immaterial or pass through walls Manipulate sound in destructive or useful ways.
Sound is especially useful to inflict STUN
SP COST 1: Make a NEAR MOVE in phased form, pass-
ing through solids SP COST 1: With a STR roll, blast a single NEAR target
SP COST 2: Use phasing in combat to avoid an attack. with focused sound waves. Inflict your BASIC EFFORT
When you are hit, roll CON. Elect to instantly phase, amount in STUN POINTS
avoiding any damage or STUN SP COST 2: Roll STR to emit an omni-directional sonic
SP COST 3: With a CON roll on your TURN, extend your wave. It hist all targets that can hear within FAR range,
phase POWER to another person or object up to bus and inflicts BASIC EFFORT in STUN POINTS. Targets hit
size. With a normal roll, phase it for 1 ROUND. With can roll CON to half this STUN amount
a HARD roll, phase it for 1D4 ROUNDS. If an enemy is SP COST 3: Roll STR. In 1D4 ROUNDS, unleash a de-
phased into solid matter, they take ULTIMATE damage structive explosion of sonic energy that can vibrate
and are forced outward. structures, vehicles or terrain to rubble. Any targets
that can hear within FAR of this blast automatically ab-
PLASTIC sorb 3 STUN damage, and 1D8 buildings, vehicles or
Change, stretch, or rebound with a rubber-like body terrain features are totally destroyed
chemistry
SUPER SENSES
SP COST 1: Extend a limb or body part up to 10 times See, smell or hear for miles, or detect subtle details
its normal length, then snap back with touch
SP COST 2: With a CON roll, extend your entire body
to 50 times its length. Sustain this extension until dam- SP COST 1: See, hear or smell with a WIS roll, but with
aged, STUNNED, or using another POWER a range of 5 miles
SP COST 3: Roll CON to stretch, morph and twist into SP COST 2: Touch a surface, person or object. With a
any single-shaped object you can describe such as a WIS roll, discern a vast amount of information on that
raft, parachute, boulder, giant ball, or sail. Maintain subject by trace evidence
this shape for a number of ROUNDS equal to your CON SP COST 3: Choose one sense to describe this POWER.
STAT With that sense only, a WIS roll can be used to sense
through solid matter, vast distances, or blocking mea-
REGENERATION sures. It is almost impossible to hide from your keen
You can heal and regrow injury and damaged tissues awareness, even in the stars
17
POWERS
SUPER STRENGTH TRANSFORM
You are exponentially stronger than any human could Change into something, including all of its abilities
ever be when you do so. This form can include its own POW-
ERS or even STATS. BE sure to work with your GM to
SP COST 1: When you attack with your fists or a melee create an alternate form that works
weapon, roll ULTIMATE + STR damage.
SP COST 2: Roll STR to perform a feat of super strength SP COST 1: Become your alternate form with no roll,
such as throwing a car, ripping a bus apart, stopping a for 1D4 ROUNDS
train or swinging a small boat by its anchor. SP COST 2: With a CON roll, become your alternate
SP COST 3: With a STR roll, perform an unbelievable form until you are reduced to 0 SP
demonstration of strength and leverage. Catch a fly- SP COST 3: With a CON roll, become your alternate
ing jetliner, knock over a small building, throw a cargo form until you are reduced to 0 HP
ship, crush a submarine, pull a rocket from orbit, or
hold your ground in a colossal tsunami. Reverting from your alternate form is not something
you can control at will
18
HEROES
TYPES AND CUSTOMS WEAKNESSES
Your first big decision with building a hero is what TYPE By the same strangeness that human beings become
they are. There are 10 TYPES listed here, each one with super human, they sometimes carry a crippling weak-
POWERS, Starter Rewards, Milestone Rewards and ness that can undo their power, frighten or shrivel
TAGS. As with all ICRPG characters, these TYPES are them. This is usually an integral part of their back sto-
suggestions! Feel free to create whatever character fits ry, and comes to bear at the worst possible times. If a
your dream, with the TYPE listed as a guideline. weakness fits your hero concept, follow these simple
guidelines below, or work with your GM.
Choose from the 10 TYPES or use this table below to
roll one up! You can choose or devise your WEAKNESS, or use the
tables below to roll one up.
19
HEROES
avatar
POWERS
ENERGY BLAST
MIND > MATTER or MEGABRAIN
PHASE or IMMUNITY (ENERGY)
FLIGHT
SUPER STRENGTH
Starter Reward:
Stardust: Gain the property IMMORTAL below. This es-
sence, as a glowing formless substance, can be given to
another creature, but never given back
Milestone Rewards:
STAT point
HEART Stone
Gain any POWER
1 EPIC LOOT roll
Force Field: Gain 1 new IMMUNITY type, and never
pay SP to use it
20
HEROES
creature
POWERS
ACROBAT
SUPER STRENGTH
SUPER SENSES
Starter Reward:
Mutant Organ: You have a mysterious organ that is part
heart, part adrenal gland. This organ grants you the
REGENERATION POWER with no SP cost
Milestone Rewards:
STAT Point
HEART Stone
Amulet of K’a: A relic of lost worlds grants you the
ability to call, communicate or command lesser crea-
tures of a type (Insects, rats, snakes, etc) with a WIS
roll
Cotton Doll: A momento of your past life. With a CON
roll, shake off one entire attack per ROUND
Serum: 3 uses. Resume your human form for 1D4 hours
21
HEROES
cyborg
POWERS
ENERGY BLAST
GADGETS
SUPER SPEED or SUPER STRENGTH
Starter Reward:
Aeon Core: If your SP is above 5, recover 1D4 SP
on your TURN with no roll
Milestone Rewards:
STAT Point
HEART Stone
Slide Jet: Evade 1 attack against you per ROUND
at any time
Duranium Shielding: A dynamic deflector module
that adds +5 ARMOR
Laser Eye: Gain the KILLSHOT POWER
22
HEROES
kid
POWERS
ACROBAT
LUCKY
ANY POWER
Starter Reward:
Polaroid of Mom: If an effect, SPELL, POWER, or other
circumstance would cause FEAR, ignore it.
Milestone Rewards:
STAT Point
Drift Cape: Any time you fall, this cape drifts you gently
down to a harmless landing
UV Goggles: Gain the SUPER SENSES POWER
Black Belt: Gain the MARTIAL ARTS POWER
Grapple Gun: As long as something is above you, con-
sider yourself having the FLIGHT POWER
23
HEROES
mage
POWERS
BLINK
ENERGY BLAST or MEGABRAIN
SUPER SENSES or INVISIBLE
Starter Reward:
Phasic Spell book: An immaterial grimoire that con-
tains SPELLS. Gain 5 Level I SPELLS from ICRPG: MAGIC.
When casting any SPELL, use SP or HP to pay its cost.
Milestone Rewards:
STAT Point
HEART Stone
Sling Ring: Pay any SPELL’s POWER is SP or HP as its cost
Cloak of Wings: Gain the FLIGHT POWER
Spell Book: Magic EFFORT explodes (roll again if rolling
a natural 8 on MAGIC EFFORT)
Eye of Ordu: Regenerate 1D8 SP or HP with a CON roll
Amulet of Minds: Gain the MIND > MATTER POWER
24
HEROES
mutant
POWERS
ANY POWER
ANY POWER
ANY POWER
Starter Reward:
Choose any Starter Reward from any HERO in ICRPG
Vigilante City or ICRPG CORE
Milestone Rewards:
STAT Point
HEART Stone
Choose any reward or TIER reward from the other
ICRPG books. This is your chance to wildly customize
your craziest idea, and blame it on mutation. You are
one of the countless souls caught up in the Mutant Cri-
sis. There is no middle ground.
GENETICS: Your abilities and unique heroic profile are,
in some fundamental way, entangled in your mutation.
If and when the real cause of the genetics behind mu-
tation are revealed, you will be bound to that event.
25
HEROES
offworlder
POWERS
PLASTIC
IMMUNITY or PHASE
MIND > MATTER or TRANSFORM
Starter Reward:
Sun Ring: Any time you are exposed to the
light of the sun or stars, recover 1 SP and 1 HP per
ROUND. This ability does not function at or below 0
HP or SP
Milestone Rewards:
STAT Point
HEART Stone
Atom Core: Gain the REGENERATION POWER
Power Crystal: Gain the ENERGY BLAST POWER and
never SP to use it
Star Dirge: Gain a starship capable of warp, crew of 8,
6 CHUNKS, cloaking device
26
HEROES
POWER ARMOR
POWERS
FLIGHT
GADGETS or IMMUNITY (GUNFIRE)
KILLSHOT or ENERGY BLAST
Starter Reward:
Nanomissiles: With no STUN cost and a DEX roll, un-
leash a swarm of tiny missiles, each selecting a single
target, for a total of 1D12 targets. They hit for ULTI-
MATE damage. They are reloaded after 1D4 ROUNDS
Milestone Rewards:
STAT Point
HEART stone
Exo Hydraulics: Gain the SUPER STRENGTH POWER
Suitcase Unit: Your suit can collapse into a small suit-
case
Pursuit Unit: Your suit can collapse into a small missile,
and track you anywhere to be donned in seconds
Buster Gloves: Your suit gains the MARTIAL ARTS POW-
ER and +3 STR
27
HEROES
super soldier
POWERS
ACROBAT
KILLSHOT or MARTIAL ARTS
SUPER STRENGTH or GADGETS
Starter Reward:
Prototype: Choose any 1 piece of gear, armor, or weap-
on. It is a one-of-a-kind prototype. It is made with a
WEAPON GEM (+3 EFFORT), is MASTERWORK (+3 AT-
TEMPTS) is indestructible by normal means, can only
be used by you, and if lost or stolen tends to turn up
Milestone Rewards:
STAT point
HEART Stone
Target Hologram: All WEAPON EFFORT is always ULTI-
MATE. Use your WEAPON bonus on ULTIMATE
Stun Armor: Take half of any STUN damage inflicted on
you, with a minimum of 1
Jet Boots: Gain the FLIGHT power
Cybernetic Arm: Gain the SUPER STRENGTH POWER,
and instantly MASTER it
28
HEROES
VETERAN
POWERS
MARTIAL ARTS
GADGETS
Starter Rewards:
Crime Files: A Veteran can pull up information on any
hero, villain, citizen, location or business transaction in
Vigilante City with an EASY WIS ROLL
Milestone Rewards:
STAT point
Nano Armor: Add +5 ARMOR, ignore STUN damage of
2 or less
Shadow Jet: A super fast, stealth micro jet aircraft with
gatling guns and vertical take off capability
Nano Cams: Insect-sized cameras that can deploy any-
where and send a video feed
POWER Unit: A disposable belt unit that grants a single BEEN THERE: Start with 3 MASTERY in both the Veter-
use of any SP 3 POWER before needing a recharge in an’s POWERS.
the lair
LAIR: A Veteran has a lair complete with computer
gear, med bay, butler, super car, and repair facilities.
This lair is hidden somewhere in Vigilante City
29
VILLAINS
Chaos and decay are a playground for those who prey on the weak
No one is coming to help... there’s no one left
It’s just us and them.
30
OVERVIEW
ACTION PACKED SPECIAL ISSUE NEMESIS
For some, fighting for order and justice in Vigilante A key thread that can weave its way through your su-
City is more than wandering the streets and punching per story is a NEMESIS. This can be the main villain of
thugs, it’s standing against plots to destroy and dom- the plot, but more interestingly some off-center irri-
inate the earth. Start a session or mini-campaign by tant or malefactor. The nemesis is particularly irritating
rolling on the following three tables, and playing to to one or more heroes, and refuses to ever stop picking
find out what happens! at them, forcing them into bad situations, or bringing
out their darkest side. The nemesis is the wild card, the
SPECIAL ISSUE ‘x factor’ in the story that constantly mixes the soup
Roll here to get your comic book title tag line. This is and keeps things from going stale.
the basic idea that drives the action, sets the mood,
and gets players thinking about how they fit in. You can use the villain table to roll for a nemesis, but
the most interesting way is to let this figure emerge
THE EVIL SCHEME AND ITS MASTER during the first session of play. Often, it is someone you
Who is bringing the pain, and what exactly do they don’t expect: a police officer whose partner was killed,
intend? These tables give you a taste, but the details an old woman whose house was leveled, a disgruntled
are all up to you. Certain combinations of villain and postal worker or deranged businessman.
scheme can be very, very bad.
The actions of superheroes have many consequences
SIX ACTIONS that go unnoticed, but the nemesis means to remind
Each of the 12 VILLAINS listed below has exactly 6 com- them of their clumsy ways, or false morality, or unjust
bat abilities or actions. This lets you use a 1D6 to run authority... even if it costs their lives.
them mercilessly, if you choose.
31
THE SUPER GM
RUNNING THE BAD GUYS RUNNING SUPER HAZARDS
With player characters this powerful, you may need to Just because the heroes are super human doesn’t
overhaul how you approach the GM’s chair to run a mean everything they encounter is epic. Just like with
challenging session. Here are the best tips we discov- villains, a mixture of ‘pfft, that was too easy,’ and ‘dear
ered in testing. Overall, prepare to unleash hell. They God we’ll all be vaporized!’ is best when it comes to
can take it. environmental hazards, and hazards tripped by timers..
DEVELOP RHYTHM ‘TWEEN MOOKS AND TITANS DEVELOP RHYTHM ‘TWEEN TRIVIAL AND BRUTAL
Yes, the heroes can easily decimate a battalion of con- Small fires, erratic gunshots, falling bricks or deep
ventional soldiers. Let them! Let them feel that huge cracks in the street are hardly a threat. Telekinetic me-
separation between them and basic foes. All normal teors, magma geysers, gamma pulses, or freeze waves
human foes are 1 HP and do 1 point of damage when are another. Mix ‘em up to keep the variety nutso.
attacking. Then, when they get all gassed up, bring the
huge, immune, unstoppable bad-ass. The magic is in WHEN YOU’RE BRUTAL, GO HOG WILD
variety. You may cringe at first, but if you want to challenge
them, you have to go BIG. Do 4D12 STUN, or 4D12 ar-
ONLY TRACK STUN AS DAMAGE mor-piercing HP. Hit them HARD or they will shrug it off
Bad guys don’t worry about SP costs. They only have a and rock on. Make them hide.
STUN STAT for taking damage.
SPOTLIGHT METHOD: ALWAYS INCLUDE A HAZARD
CONSOLIDATE GROUPS OF COMBATANTS This is a super human story. Every BLOB of game play
40 ninja can be cumbersome to run. Combine 1 to- should have some kind of doom to press time, confine
ken or mini with a counter. ‘This is 10 ninja.’ The table them, and keep them moving. Be blunt.
won’t be as cool, but reinforce the insanity with your
descriptions of the chaos. LET GO OF PRECISION SOLUTIONS
With so many wild movement options, and so much
PUT VILLAINS’ FOCUS ON INNOCENTS happening, let your locations be fluid and descriptive
The best way to hurt heroes is to crush, threaten, or rather than literal, grid-bound, or specific. Just be sure
trap innocents. The heroes’ challenge becomes saving to keep a sense of how far FAR is.
rather than surviving. Use this.
OSCILLATE DAMAGE TYPES
PLAYERS TRACK AS MUCH AS POSSIBLE Use the elements, STUN, concussion, armor-shattering
Be very clear with your players that you’re trusting sound waves, and all kinds of weird damage to keep
them to keep detailed track of everything. Even use them guessing. Billy clubs do not impress supers.
them to track enemy HP or STUN, or roll for bystander
casualties. The Gamgee rule, ‘share the load.’ STUMP RATHER THAN KILL
Overall, use your hazards moreso to befuddle, baffle,
CONSIDER THE NO-ROLL ACTION flummox or immobilize the heroes rather than hoping
Give some of your baddies no-roll POWERS. Do lots of for TPK’s or near death battles. Pin them down, make
STUN damage to frighten players. No roll saves time, them unable to reach the goal, or cause collateral dam-
scares players, and sets a supers game apart from your age to wound them. Think bigger than your average
average romp in Alfheim. fantasy game. This is Vigilante City!
32
EVIL SCHEMES
THE BOARD IS SET, THE PIECES ARE MOVING
To begin a session, campaign, or storyline brainstorm, here are some rising evils that fit the aftermath of the
Mutant Crisis. Place your story somewhere between 2025 and 2040. Sometimes as GM you need do nothing
more than introduce the dire times ahead, and players will devise their own response. Think of the EVIL SCHEME
as the opening page of your special edition comic book. Yellow boxes lay out the looming threat as our heroes
assemble. Choose or let the dice decide!
33
VILLAINS
BRAIN X
ROLLS: +10 INT, +4 ALL OTHER ROLLS
STUN: 30
ACTIONS (2 PER TURN)
34
VILLAINS
DESTROYER
ROLLS: +8 ALL ROLLS
STUN: 50
ACTIONS (2 PER TURN)
35
VILLAINS
DR ATOM
ROLLS: SUCCEEDS AT ALL ROLLS
STUN: 100
ACTIONS (1 PER TURN)
36
VILLAINS
EZRA EVIL
ROLLS: +12 CHA, +8 INT
STUN: 10
ACTIONS (1 PER TURN)
37
VILLAINS
GOD’S HAND
ROLLS: +10 STATS, +8 EFFORT
STUN: N/A
ACTIONS (1 PER TURN)
38
VILLAINS
GOO JIRA
ROLLS: +12 STR, +8 ALL OTHER ROLLS
STUN: 100
ACTIONS (2 PER TURN)
39
VILLAINS
GREEN MAN
ROLLS: +10 ALL ROLLS
STUN: 20
ACTIONS (2 PER TURN)
40
VILLAINS
INCINERATOR
ROLLS: +6 ALL ROLLS
STUN: 30
ACTIONS (2 PER TURN)
41
VILLAINS
IRON CLAN
ROLLS: +4 ALL ROLLS
ACTIONS (1 PER TURN, PER NINJA) The Iron Clan is an ancient, silent order of deadly as-
sassins with an unclear purpose. They have no leader,
STUN: 10 PER ASSASSIN and a seemingly infinite number in their ranks. They
are most often found in the employ of high powered
WE ARE MANY: With this action, 1D6 more assassins villains. Up close, the Iron Clan do not even seem hu-
appear, usually ‘cloning’ out of others, who were serv- man, as they have empty white eyes.
ing to conceal their allies
ODACHI SLASH: A WEAPON attack with terrible speed FLAWLESS: Iron Clan assassins cannot be told apart,
SHURIKEN: A ranged WEAPON fear nothing, fight in perfect unison, and share a com-
SMOKE JUMP: With a puff of smoke, an assassin can mon will with no deviation.
relocate to any location in the current scene instantly
UNIFY: Several assassins reform or use visual trickery
NUMBERS: When appearing, a group of Iron Clan will
to combine their numbers. Usually used as an escape
method always number 12 or more.
COLLATERAL DAMAGE: The Iron Clan with cut down
power lines, start fires, destabilize buildings, or kill in- NEMESIS: NONE: The Iron Clan do not choose favor-
nocents to disrupt and lure their foes ites, feel vengeance, or become distracted from their
purpose in any way. They feel no hatred toward their
42
VILLAINS
MONSTRO
ROLLS: VARIABLE WITH CHUNKS
ACTIONS (1 PER CHUNK PER TURN)
STUN: 40
Part insect, part leech, part sea urchin, part cobra. KOOL AID MAN: Monstro usually makes his entrance
Monstro is an evil amalgam of predatory DNA. It was to a scene by smashing through a wall, already on
originally an experiment performed by Brain X to devel- some kind of rampage. He is disruptive to villains and
op a super-powered army, but Monstro destroyed the heroes alike.
lab and went on a rampage. His motivations are not
fully understood. NEMESIS: MUTANT: Other mutants draw Monstro’s
attention, because he hates the thought of mutation,
and monstrous things in all forms. He will fight to snuff
ABLATIVE DEFENSES: Monstro’s HEART of HP can only mutants first, even at his own peril.
be harmed once his CHUNKS are destroyed. Remem-
ber the abilities of destroyed CHUNKS cannot be used.
43
VILLAINS
PHARAOH
ROLLS: +6 ALL ROLLS
ACTIONS (2 PER TURN)
STUN: 100
44
VILLAINS
RAX
ROLLS: +8 STATS, +4 EFFORT
ACTIONS (3 PER TURN)
STUN: N/A
45
vigilante city
The streets are dark, more brown outs roll across the blocks
Those shadows hide more than th Iron Clan,
they hide this city’s pessimism... its rotten core...
46
CITY BASICS
THE NEW ORDER
Not all of Vigilante City still has power. Recent times have seen an increase in sub-city infrastructure such as
commuter tunnels and speak easys. Some buildings have been destroyed in super battles. Below is a map,
which will match your map from Survive This! Vigilante City, but modified to highlight the changes after the
Mutant Crisis. Once the players have formed whatever their version of a team may be, they should choose a
home location below, and prepare for action!
1D6 DISTRICT
1: The Docks Warehouses and high end clubs
2: Gothic Quarter Slums, darkness, ruin and little power
3: Smog Alley Factory district, shipping port
4: Uptown High rises, office buildings, river park
5: Downtown Neighborhoods, stadium, some ruin
6: The Towers High end skyscrapers and tech area
47
CITY DISTRICTS
THE DOCKS GOTHIC QUARTER
The waterfront North of town includes a large area This huge part of town is the size of a small city itself,
from Ash Island to Alder Bay. It is a mostly industrial with blocky tenants, low-roofed plazas, tree-lined
area, peppered with dive bars, fish shacks, tall fences, streets and trash-cluttered alleys. It isn’t a ghetto per
wrecking yards and other scenic spots. Roll 1D6 within se, but it sure isn’t Uptown. Roll 1D6 or use the 1D12
the District, or use the ‘clock’ 1D12 roll to zoom in. ‘clock’ to zoom in on a 4-5 block area.
48
CITY DISTRICTS
SMOG ALLEY UPTOWN
Grey Heights started its life as a steel-milling town The heart of the city is still functional and well-lit.
and shipping hub, moving raw materials on Alder Bay. Parking garages are like bunkers, and the skyscrapers
Those days are long gone, but the colossal iron infra- are armored below the 10th floor. Neon nightlife and
structure remains. There are very few people in this street racing are not uncommon, and police have a
area, even by day. substantial presence here, especially near City Hall.
49
CITY DISTRICTS
DOWNTOWN THE TOWERS
The East side of town is a diverse city with many dif- Standing above it all on the original town site is this
ferent nooks and crannies, neighborhoods, ethnicities highly secure financial district and shopping area. No
and its own problems. One block can be friendly bode- less than a dozen skyscrapers densely pack the hilltop,
gas and kids on bikes, the next burnt out houses and forming a strange foreground to the old asylum be-
no power. It’s just too big to classify. yond. Most roads in and out are gated or tolled.
50
THE SPOTLIGHT METHOD
ONE BLOB AT A TIME
When playing a session of ICRPG: Vigilante City, relieve the burden on your GM prep, and enhance the relevant
detail of any scene by using the spotlight method to create playable spaces and scenes. The precepts of this
method are below. This technique will also make it easier for your group to return to locations, backtrack, or
replay locations as stories and scenarios tangle and reveal themselves.
DEFINITION OF A BLOB
A blob is a playable area of terrain. It can be thought of as the
round area illuminated in a spotlight. This is the kind of focus the
comic book story features, where the world beyond fades to a
dark blur. Let all minds be HERE and HERE only.
51
FIGHT ON!
UNLEASH THE CRAZY
You’re now ready to create, run, and modify your version of Vigilante City! Most of all, remember that in a super
human story, the action is over the top, the power infinite, and the consequences even more limitless. Go wild,
and let players go wild!
May your dice roll high, you’re the last hope we’ve got.
52